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Demon

Gronk de'Morcaine's page

381 posts. Alias of Kydeem de'Morcaine.


Full Name

Gronk de'Morcaine

Race

Half-Orc Cleric 6 of Groteus AC 21/ f f20/ t11, HP 38/38, F8/R4/W11

Size

M

Age

19

Special Abilities

Void and Madness Domains

Alignment

Chaotic Good

Deity

Groteus - god of the end of all

Location

Korvosa

Languages

Common, Varisian, Orcish, Aklo, UnderCommon

Occupation

Prophet

Strength 10
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 20
Charisma 8

About Gronk de'Morcaine

"Gronk tells you,
..... the end times are coming.
Gronk shows you,
..... signs of the obliviation.
Gronk make you,
..... believe all things die.

So says Groteus. So shall it be."

Basics:
Gronk de'Morcaine
Male Half-Orc Cleric 6
CG Medium Humanoid (human, orc)
Init +1; Senses Perception +5
--------------------
Defense
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AC 21, touch 11, flat-footed 20 (+7 armor, +3 shield, +1 Dex)
hp 44 (6d8+12)
Fort +8 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +4, Will +11; +2 insight bonus vs. mind-affecting, +1 trait bonus vs. divine spells
Resist guarded mind
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +0 (1d4/x2) and
Dagger +4 (1d4/19-20/x2) and
Javelin +0 (1d6/x2) and
Masterwork Light flail +5 (1d8/x2) and
Shortspear +4 (1d6/x2)
Special Attacks vision of madness (11/day)
Spell-Like Abilities Vision of Madness (11/day)
Cleric Spells Prepared (CL 6):
3 (3/day) Remove Disease, Create Food and Water, Fly
2 (4/day) Touch of Idiocy, Silence (DC 17), Calm Emotions (DC 18), Zone of Truth (DC 18)
1 (5/day) Summon Monster I, Sanctuary (DC 16), Feather Fall (DC 16), Ant Haul (DC 16), Sanctify Corpse
0 (at will) Create Water, Detect Magic, Mending, Stabilize
--------------------
Statistics
--------------------
Str 10, Dex 12, Con 14, Int 12, Wis 20, Cha 8
Base Atk +4; CMB +4; CMD 15
Feats Endurance (Shaman's Apprentice), Reach Spell, Spell Focus (Enchantment), Spell Focus (Necromancy)
Traits History of Heresy, Unhappy Childhood (Religious)
Skills Acrobatics -2 (-6 jump), Appraise +5, Climb -3, Diplomacy +3, Escape Artist -2, Fly -2, Heal +11, Knowledge (arcana) +5, Knowledge (history) +5, Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +10, Linguistics +6, Profession (soothsayer) +9, Ride -2, Sense Motive +9, Spellcraft +5, Stealth -2, Swim -3 (+1 to resist nonlethal damage from exhaustion)
Languages Aklo, Common, Gnoll, Orc, Varisian
SQ aura, cleric channel positive energy 3d6 (2/day) (dc 12), domains (madness, void), spontaneous casting
Combat Gear Potion of cure light wounds, Wand of Cure Light Wounds, Alchemist's kindness (2), Antiplague (2), Antitoxin (2), Bloodblock (2), Healer's kit, Smelling salts, Soothe syrup (2); Other Gear +1 Mithral Breastplate, +1 Darkwood Heavy wooden shield, Dagger, Javelin, Masterwork Light flail, Shortspear, Cloak of resistance +1, Phylactery of faithfulness, Backpack, masterwork (21 @ 23 lbs), Bedroll, Belt pouch (10 @ 3.04 lbs), Chalk, Flint and steel, Holy symbol, silver (Groteus), Ink, black, Inkpen, Parchment (3), Peasant's outfit, Scroll case (3 @ 0 lbs), Sewing needle, Signal whistle, Soap, Spell component pouch, Trail rations (3), Waterskin (3), 45 PP, 0 GP, 5 SP
--------------------
TRACKED RESOURCES
--------------------
Antiplague - 0/2
Antitoxin - 0/2
Bloodblock - 0/2
Cleric Channel Positive Energy 3d6 (2/day) (DC 12) (Su) - 0/2
Dagger - 0/1
Healer's kit (10/10 uses remaining) - 0/10
Javelin - 0/1
Potion of cure light wounds - 0/1
Shortspear - 0/1
Trail rations - 0/3
Vision of Madness (11/day) (Sp) - 0/11
Wand of Cure Light Wounds - 0/50
--------------------
Special Abilities
--------------------
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 3d6 (2/day) (DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Madness) Granted Powers: You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others.
Cleric Domain (Void) Granted Powers: You can call upon the cold darkness between the stars to gain f light, travel to other worlds, or summon monsters from beyond to do your bidding.
Endurance (Shaman's Apprentice) +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Guarded Mind (Ex) +2 Save vs. mind-affecting effects.
History of Heresy +1 save vs, divine spells
Phylactery of faithfulness Aware of actions or items that affect your alignment or standing with your deity.
Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Vision of Madness (11/day) (Sp) With a melee touch attack, target gains +3 on attack rolls, saving throws, or skill checks and -3 on the others.
Wand of Cure Light Wounds Add this item to create a wand of a chosen spell.

scroll of water breathing for (both used) for reimbursement (375 each to me and Kayla)

Domain Spells:

1) lesser confusion, feather fall
2) touch of idiocy, levitate
3) rage, fly
4) confusion, lesser planar binding
5) nightmare, overland flight
6) phantasmal killer, planar binding
7) insanity, reverse gravity
8) scintillating pattern, greater planar binding
9) weird, interplanatary teleport

Spells Prepared, Walking-Around-Town:

4 lv0, 5+1 lv1, 3+1 lv2, 2+1 lv3
Lv 0: create water, detect magic, stabilize, mending
Lv 1: feather fall, santuary DC=16, sanctify corpse, ant haul, sum mon I, {slot left open}
Lv 2: touch of idiocy, calm emotions DC=18, zone of truth DC=18, silence, {slot left open}
Lv 3: fly, create food and water, remove disease, {slot left open}

Spells Prepared, Combat-Expected:

4 lv0, 5+1 lv1, 3+1 lv2, 2+1 lv3
Lv 0: create water, detect magic, stabilize, mending
Lv 1: lesser confusion DC=17, pro evil, ray of sickening DC=17, murderous command DC=17, liberating command, {slot left open}
Lv 2: touch of idiocy, silence DC=17, sum mon II, hold person{slot left open}
Lv 3: fly, blindness, chain of perdition CMB=10, {slot left open}

Likely Debuff Spells:

1: cause fear (nec will), command (will), doom (necro will), lesser confusion (will), murderous command (will), ray of sickening (necro fort)
2: silence (will), touch of idiocy (none)
3: bestow curse (necro will), blindness (necro fort), rage, vision of hell (will)
4: aura of doom (will), confusion(will), fleshworm infestation (fort), poison (necro fort), terrible remorse (will)

Plans:

6:
7: bouncing spell
8: +1 wisdom, Void-part the veil, and Madness-aura of madness
9: greater spell focus necromancy
10:
11: greater spell focus enchantment

Background:
Impassioned Speech wrote:


The world is ending. Groteus not need you bad people making things worse. Shame and lamentations. The time of repentance is at hand.

Challenge you. Walk score of strides past yonder door. Choose direction. Look all about.
How many see live joy? How many see toil at hated task, no have means to survive, or make life worse for others?
Guess which number higher.
Must all others hold to pain cause you cling to joy?

What you will does not matter. All things end. Can not be stopped.

After end is nothing. But even nothing must end. End of nothing allow Overpower to begin again. Having learned better. Will not allow spirits of hate, joy, greed, and strife. All be light and joy, not just privileged few.
That be why repentance in the now important. All who make life better in now prove worthy. Chance may be part of new after end. Be part of happy all.

Gronk sees his primary mission in life is to spread the good news that everything is ending. True repentance for past mistakes and an effort to make things better for everyone in the here and now. Gives a better chance to be a part of the future reborn universe.

His secondary purpose (and the one he really enjoys more) is stopping those that make things worse in the here and now.

Born as a slave, Gronk found the thought of everything ending to be of great comfort. It will be end to the suffering and oppression. It also makes him not terribly scared of death. Since it is the fate of all. Another very old dwarven priest of Groteus (named Gruinigar) bought and freed him when he realized he had a convert to continue spreading the message of the end-of-all. When the old man died, Gronk took the old priests last name as his own and his gear. Then set off to let everyone know that it is all pointless.

Gronk knows he should be good and he tries. But he finds it difficult since he doesn't really like people all that much. He will of course heal people as necessary. However, he finds more satisfaction in smiting the wicked than protecting the innocent.

Description:
Gronk is a fairly average looking half-orc. Or at least he would be except for the fact that he is completely shaven. Gronk spends a fair amount of his day trying to make sure he is completely hair free. He doesn't know why, but his mentor Gruinigar did. So he figures there must be some religious reason for it.
He keeps his person, clothing, and equipment clean and in good repair. Other than that he cares not a bit about his appearance. When his shirt wears out, he will get the cheapest one he can find that seems like it will keep him covered and sufficiently warm.
Of course, like most fanatics, there is a noticeable intenseness about him. Even when there is nothing much to be done, he appears to be concentrating on something of terrible import.


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